L L4D2node

CSpatialPartition::RenderObjectsInPlayerLeafs

0x001dbfc0 · 97 bytes · __thiscall

_ZN17CSpatialPartition26RenderObjectsInPlayerLeafsERK6VectorS2_f

Decompiled

undefined (4 params)

/* CSpatialPartition::RenderObjectsInPlayerLeafs(Vector const&, Vector const&, float) */

void __thiscall
CSpatialPartition::RenderObjectsInPlayerLeafs
          (CSpatialPartition *this,Vector *param_1,Vector *param_2,float param_3)

{
  (**(code **)(*(int *)(this + 0x40) + 0x24))(this + 0x40,param_1,param_2,param_3);
                    /* WARNING: Could not recover jumptable at 0x001dc01f. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)(this + 0x130) + 0x24))();
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)